![]() ![]() ![]() Whatever the dog’s value as an emotional focus, he’s certainly one of the most ingenious in-game feedback mechanisms I’ve ever seen. Of course, it helps if you treat the little fellow well, heal him, give him praise and read appropriate canine training literature – you’ll be surprised what he can do with a little education. That’s probably going a bit far, but the dog is certainly a smart and useful little critter, warning you of enemies, fighting at your side, seeking out hidden treasure chests and finding you worthwhile spots where a little digging might bring a big reward. Lionhead and Molyneux wanted man’s best friend to engage your emotions and give you an experience of unconditional love. Part of the pleasure of the game is finding your own way around and – unlike so many other RPGs – the world is densely packed with villains, varmints and treasures to discover. ![]() You’ll still want to get off the beaten track from time to time. Between a useful quest journal and a brilliant trail effect that leads you to your next objective, it’s practically impossible to get too lost. Fable 2 doesn’t throw it all at you at once, instead drip feeding you new areas as you grow in strength and experience while giving you ample reason to return and see the old ones. That’s good, because there’s a much bigger world to see. It’s the difference between technical skill and genuine artistry. From the opening winter scenery it’s a feast, and Albion rivals Azetoth as a place where you just want to get out, explore and see the world. The characters are more cartoon-like than realistically detailed, but this is the most breathtaking fantasy world I’ve seen since Viking: Battle for Asgard, with gorgeous, deliberately overdone lighting that changes to reflect the time of day, rich vegetation and lovely, gleaming water. So what has changed? Well, clearly the graphics have had a major lift from the move to the 360. While Fable 2 has a stronger plot than its forebear and a slightly deeper, more emotional tone, if you want to play the kind of hero who finds breaking wind at a funeral hilarious, then the game will be all too pleased to accommodate you. Yes, the setting has moved forward 300 odd years and there’s a touch of Dickens around the prologue, but the gentle, genre-mocking wit and toilet humour that made the original so unique hasn’t disappeared. Nor is this necessarily a grimmer, darker tale. While the kingdom of Albion has its share of misty mountains and gothic ruins, the scenery is dominated by the kind of woodland, town and farmland that fits into a very British rustic idyll. Fable felt rooted in a tradition of British folk tale and legend rather than the Tolkien-esque high fantasy adopted by so many RPGs, and Fable 2 follows along the same lines. It’s not as radical a reworking as you might think. Fable 2 is everything Fable should have been, and arguably more. Such was the fuss made about the loss of relatively minor features, like the ability to plant acorns and watch them grow into mighty oaks, that Peter Molyneux has seemed uncharacteristically shy about the accomplishments of this Xbox 360 sequel. For all that it was an enjoyable, accessible action RPG, brimming with neat features, it felt too small, the consequences of your actions too obvious or limited, to truly make you feel like a hero who could shape a world. Maybe the concepts weren’t solid enough, maybe the technology wasn’t ready, but Fable only half delivered on that ideal. ![]() We would all start Fable with the same small boy, but would end with several million very different heroes, each reflecting who we were and how we played. As you adventured the world would also leave its mark on you, aging you, scarring you, the goodness or darkness within you echoed in your face and body. You would decide whether to be good or evil, and your choices would change the world for better or worse. You would create the character and forge his destiny. He didn’t mean by this that you would feel like someone else’s idea of a hero, but like your own idea. When Lionhead’s Peter Molyneux was promoting the original Fable, he often described the aim of the game as to make you feel like a hero. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |